![]() ![]() A directional vector has one important property in game engines that distinguishes it from vectors used to represent other properties – it is always normalized. Vectors can also be used to indicate direction. Knowing the directions of objects can allow us to manipulate them in interesting ways. This can be really useful for positioning as well, especially when we combine it with directional vectors. ![]() ![]() We can then multiply a vector (3, 3) by our scalar to get a vector (6, 6). ![]() For example, we can take the value 2 as our scalar. Operations like multiplication or division can only be performed on Vectors using scalars, single values that we apply to all dimensions of the vector. This works just as you would expect – here is an example where a vector (2, 3) is added to our current one (it works as expected for subtraction). Now, lets say that I want to manipulate the vector by adding to its position. Say I am creating a 2D game, then a positional Vector (0, 0) might indicate that a given object is at the center of the game world. In game development, the most common use of a vector is for positioning. I will be describing the following topics in the context of game development rather than theoretical maths, but many of the things discussed are obviously rooted there and studying both will give you a better foundation of understanding. In game development, vectors have two or three dimensions (depending on whether you are making a 2D or 3D game) and are generally used to represent geometrical properties of objects within the game world (rotation, position, etc.). Vectors have a “length” or “magnitude” (you can find out how to calculate that here) that can be used to quantify the vectors total size. Its important to distinguish between vectors in traditional mathematics and in game engines, in this tutorial I will be discussing the practical parts for game development only. In essence, a Vector is a mathematical unit that can consist of more than one value. It will also feature some Unit圓D code examples, but focuses on explaining concepts in a way where they will allow you to implement them regardless of what tool you are using. This guide will start form scratch and teach you the fundamentals, as well as some of the less intuitive operations and features of vector that can help you implement some more advanced game mechanics. Transform.rotation = _finalPosition.Mastering how to work with vectors in game engines is one of the core building blocks to becoming a great games programmer and gives you the ability to implement most of the mechanics found in modern games. finally set the rotation to target rotation Transform.position = RotatePointAroundPivot(_finalPosition.position, _pivotPosition.position, _finalPosition.rotation)- _pivotPosition.localPosition set the final position after rotating around the pivot and offset the pivot local position Transform.position = _finalPosition.position I want to move this object to the target Position Transform _finalPosition //I want to move this transform to here Transform _pivotPosition //parented to this transform Posting this here so anyone else that might want to do the same can benefit without having to spend too much time figuring it out. But the original transform has a pivot that it needs to rotate around that is not at the center. I wanted to have a transform move to a new point and rotate it to match this new point's rotation. but took some time to wrap my mind around this to fit this solution to what I needed to do. ![]()
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